Ghost drones follow the ninja whenever he isn't looking and stop when he is. The main difference between the types is that the second type does not hurt the ninja when stopped.

Ghost drones follow the ninja whenever he isn't looking and stop when he is. The main difference between the types is that the second type does not hurt the ninja when stopped.

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See the [[List_of_NReality_Mods#ghost_drone_.28(101 or 102).29|ghost drone]] section above for more information about modifications for the ghost drone.

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See the [[List_of_NReality_Mods#ghost_drone_(101 or 102)|ghost drone]] section above for more information about modifications for the ghost drone.

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== playerMod ==

== playerMod ==

Revision as of 19:02, July 12, 2008

Mods for NReality take the form of a string added to the end of the standard map data. When the map is loaded, the string disappears and the modifications are applied. The string is formatted like this:|bgImage|fgImage|NRealityMapType|objectMod|playerMod

Contents

bgImage, fgImage

Each of these slots will accept a link to an online image. The first image will be displayed in the background, and the second will be displayed in front of everything in the level.
The foreground image can also be made into a color filter, as described here. To do this, add ?# to the end of the image URL, where # is a number between 1 and 14.

NRealityMapType

Any text in this slot will appear as a map's category when the map is displayed in the userlevels menu.

objectMod

This slot allows modifications to any type of object, though modifications to the ninja should be done in the playerMod slot. Modifications are applied to every object of the selected type, not to individual objects.

The modifications are formatted like this: objectNumber,property,modification;, and any number of them can be strung together.objectNumber indicates the type of object and must be a number between 0 and 15.property indicates the property of the object to be modified.modification indicates the new value of the property, and it must be a number.

Glitched drones cannot be modified because the game does not recognize them as any of the three modifiable types of drones.

Here are the parameters that can be set for each type of object:
(Note: not all parameters have an effect on gameplay.)

zap drone, seeker drone (0)

r
default = 9speed
default = 1

laser drone (1)

r
default = 9speedlaserPrefireDelay
default = 30; determines the amount of time the drone will spend charginglaserPostfireDelay
default = 40; determines how long the drone will pause after firinglaserRate
default = 80; determines how long the drone will firelaserLen
default = 7; usage unknown

Modifications for the rotating laser drone:startingAngle
default = 0; controls the angle at which it startsrotateSpeed
default = 0.5; controls the speed and direction of rotationfixedLaserLength
no default value; if set, the laser will always be a fixed number of pixels long and can go through wallsalwaysMove
default = 0; if set to anything else, the laser drone will move as it fires and rotates.

Also, adding ^1,2,3,4,5 to the end of the code for a rotating laser drone will set the starting angle (1), rotation speed (2), the laser length (3), whether or not the laser moves (4), and its speed (5). This will override global modifications of these same attributes.

gold (3)

r
default = 6

bounceblock (4)

stiff
default = 0.05; controls the speed at which the block bounces back- very high or very low values may prevent it from doing somass
default = 0.2; controls the amount of force the block applies against the ninja- negative values make it propel the ninja forwardsleepThreshold
default = 40; determines how close the block has to come to its start position before it stops moving- low values make it stop soonersleepTimer
default = 0; usage unknown

launchpad (5)

gauss turret (6)

closeAimSpeed
default = 0.05; determines how fast the crosshairs move when close to the ninjamidAimSpeed
default = 0.035; determines how fast the crosshairs move when a medium distance away from the ninjafarAimSpeed
default = 0.03; determines how fast the crosshairs move when far away from the ninjaaimSpeed
default = 0.03; usage unknownouterThreshold
default = 9216; determines how far away from the ninja is considered "far" awaymidThreshold
default = 1764; determines what is considered to be "mid" distance from the ninjainnerThreshold
default = 576; determines how close the crosshairs must be to the ninja to be considered "close"shotRate
default = 60; controls the minimum time between shotsshotTimer
default = 0; usage unknownfireDelayTimer
default = 0; usage unknownprefireDelay
default = 10; controls the turret's warm-up timepostfireDelay
default = 10; controls the turret's cooldown time

door (12)

rocket launcher (13)

speed
default = 0; usage unknownmaxspeed
default = 3.4285716; controls the rocket's maximum speedstartaccel
default = 0.1; controls the rocket's acceleration for the first frame after it is createdcuraccel
duplicate of startaccelaccelrate
default = 1.1; controls the rocket's accelerationturnrate
default = 0.1; controls how far the rocket turns in one frame- at high values, it tends to turn too far and actually becomes less accurateisHoming
default = false; usage unknownprefireDelay
default = 10; controls how long the turret waits before firing a rocket, but has no effect on lagtimefireDelayTimer
default = 0; usage unknown

exit (14)

r
default = 12; does not affect the exit switch

mine (15)

r
default = ~4

force field drone (16)

Most of the properties of the force field drone cannot be modified in the standard way, but they can be modified by adding ^detectRadius,forcePower,forceDelayTimer,forceMaxCount,forceMaxCountDelay after each drone's code. You can omit any of these that you do not wish to change.

detectRadius
default = 100; controls the distance at which the drone starts firingforcePower
default = 4; controls the force at which the ninja is pushed away from the drone (note: the ninja's velocity is reset when the drone fires, like when he hits a launchpad)forceDelayTimer
default = 10; controls the length of the drone's cooldown time (the drone keeps moving during this time, unlike other drones)forceMaxCount
default = 3; controls the number of consecutive shots the drone can fire before recharging for a longer timeforceMaxCountDelay
default = 200; controls the time spent recharging after forceMaxCount is reached

These properties, as well as the additional properties for all objects, can be modified in the standard way:speed
default = 1;r
default = 9;

Ghost Drone (101 or 102)

The only properties of the ghost drone that can be set normally are the additional properties that apply to all objects. All others must be set by adding text to the end of the code for each individual drone. The code for the first type is ^acceleration,maxvelocity,alwaysChase and the code for the second type is ^acceleration,maxvelocity,minAlpha.

acceleration
default = 0.02; controls how fast the drone accelerates towards the ninjamaxvelocity
default = 2; controls how fast the drone can goalwaysChase
default = undefined; if set to 1, the first type of drone will not stop movingminAlpha
default = 0; controls how completely the second type can fade away

Additional properties

There are also some properties relating to an object's display that can be applied to anything. Note that these will not affect gameplay, though.

_xscale controls an object's width. The input is a number of pixels, so setting this to 20 would make the object appear to be 20 pixels wide._yscale is the same as _xscale, except it applies to height._alpha controls an objects transparency, and can be anything from 0 to 100._color controls an object's color, and can modify red, green, and blue values for the object.
It can be set to a value in the format red%.redMod.green%.greenMod.blue%.blueMod.transparent%.transparentMod. The "%" values multiply that channel by the given percent (e.g., if blue% was 50, the object's blue hues would be half as intense). The "Mod" values add the given amount to that channel.

New drones

Other types of drons can be created by modifying a part of the standard code for a drone (6^x,y,path,specialType,droneType,direction). x and y control the drone's coordinates, path controls the drone's pathfinding algorithm, specialType indicates whether or not the drone is the standard drone of its type (e.g., whether it is a seeker drone rather than a regular drone), droneType controls the type of drone, and direction controls the drone's direction.

Rotating Laser Drone

To create a rotating laser drone, replace the fourth attribute of a normal laser drone (specialType) with 1. The code for a rotating laser drone should look like 6^x,y,path,1,1,direction.

See the laser drone section above for information about modifications for the rotating laser drone.

Force Field Drone

To create a force field drone, replace the second-to-last attribute of any drone (droneType) with 16. The code for a force field drone should look like 6^x,y,path,0,16,direction.

See the force field drone section above for more information about modifications for the force field drone.

Ghost Drone

To create a ghost drone, replace the second-to-last attribute of any drone (droneType) with 101 or 102.

Ghost drones follow the ninja whenever he isn't looking and stop when he is. The main difference between the types is that the second type does not hurt the ninja when stopped.

See the ghost drone section above for more information about modifications for the ghost drone.

playerMod

The syntax for this slot is much like the syntax for the objectMod slot, except without the identifier number: property,modification;. Again, any number of these can be strung together.

Here is a list of all modifiable properties:

r
default = 10maxspeedAir
default = 0.5; controls the maximum speed the ninja can accelerate up to in the air (the ninja can go faster if he is propelled by something else, though)maxspeedGround
default = 0.5; controls the maximum speed the ninja can accelerate up to on the groundgroundAccel
default = 0.15; controls the ninja's acceleration on the groundairAccel
default = 0.1; controls the ninja's aerial accelerationg
default = 0.15; controls gravity until the first time the ninja jumpsd
default = 0.99; controls air resistance until the first time the ninja jumpsnormGrav
default = 0.15; controls gravity after the ninja has jumpednormDrag
default = 0.99; controls air resistance after the ninja has jumpedjumpGrav
default = 0.025; controls gravity for a short time after the jump button is pressed for as long as it it heldmax_jump_time
default = 30; controls the maximum amount of time that jump gravity can apply to the ninjawinDrag
default = 0.8; usage unknownwallFriction
default = 0.13; controls the friction the ninja experiences while wallslidingskidFriction
default = 0.92; controls the friction the ninja experiences while sliding to a stop (note: higher values mean less friction, and values above 1 cause the ninja to speed up)standFriction
default = 0.8; controls the friction the ninja experiences as he stops sliding entirelyjumpAmt
default = 1; controls the strength with which the ninja pushes off from the floor/slopes/wallsjump_y_bias
default = 2; controls the upwards motion (downwards if negative) the ninja experiences regardless of where he jumps fromterminal_vel
default = 0.9; controls the speed at which hitting the ground becomes deadly